feat: 드로그 BT 및 전투 패턴 재구성

- 드로그 BT를 페이즈 전환, 부활 트리거, 가중치 근접 패턴 중심으로 재구성

- 땅 울리기 및 콤보-기본기1_3 패턴/스킬/이펙트를 추가하고 기존 평타 파생 자산을 정리

- 드로그 행동 검증용 PlayMode/Editor 테스트와 관련 런타임 상태 추적을 추가
This commit is contained in:
2026-04-09 23:21:38 +09:00
parent 1307123029
commit 7776f7ed05
77 changed files with 449522 additions and 345357 deletions

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using System;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 후보 패턴 중 현재 실행 가능한 패턴이 하나라도 있는지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[Condition(name: "Has Any Ready Pattern", story: "후보 패턴 중 실행 가능한 패턴이 있는가?", id: "f2c9e62a-f5ea-43c5-8e88-b94a449e7c7f")]
[NodeDescription(
name: "Has Any Ready Pattern",
story: "후보 패턴 중 실행 가능한 패턴이 있는가?",
category: "Condition/Pattern")]
public partial class HasAnyReadyPatternCondition : Unity.Behavior.Condition
{
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern1;
[SerializeReference] public BlackboardVariable<float> Weight1 = new BlackboardVariable<float>(1f);
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern2;
[SerializeReference] public BlackboardVariable<float> Weight2 = new BlackboardVariable<float>(1f);
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern3;
[SerializeReference] public BlackboardVariable<float> Weight3 = new BlackboardVariable<float>(1f);
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern4;
[SerializeReference] public BlackboardVariable<float> Weight4 = new BlackboardVariable<float>(1f);
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern5;
[SerializeReference] public BlackboardVariable<float> Weight5 = new BlackboardVariable<float>(1f);
public override bool IsTrue()
{
WeightedPatternCandidate[] candidates =
{
new WeightedPatternCandidate(Pattern1?.Value, Weight1?.Value ?? 0f),
new WeightedPatternCandidate(Pattern2?.Value, Weight2?.Value ?? 0f),
new WeightedPatternCandidate(Pattern3?.Value, Weight3?.Value ?? 0f),
new WeightedPatternCandidate(Pattern4?.Value, Weight4?.Value ?? 0f),
new WeightedPatternCandidate(Pattern5?.Value, Weight5?.Value ?? 0f),
};
return WeightedPatternSelector.HasAnyReadyPattern(GameObject, candidates);
}
}
}

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fileFormatVersion: 2
guid: 1e0445cb63a4144ee9f4361c0729d95a

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using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 최근 전투 부활 트리거가 아직 유효한지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[Condition(name: "Is Recent Revive Trigger", story: "최근 [MaxAge] ?", id: "d12890b1-0cb0-4586-a61f-885e7d0e97ee")]
[NodeDescription(
name: "Is Recent Revive Trigger",
story: "최근 [MaxAge] ?",
category: "Condition/Pattern")]
public partial class IsRecentReviveTriggerCondition : Unity.Behavior.Condition
{
[SerializeReference]
[Tooltip("부활 트리거를 유효하다고 간주할 최대 시간(초)")]
public BlackboardVariable<float> MaxAge = new BlackboardVariable<float>(4f);
public override bool IsTrue()
{
BossBehaviorRuntimeState runtimeState = GameObject.GetComponent<BossBehaviorRuntimeState>();
return runtimeState != null && runtimeState.HasRecentReviveTrigger(MaxAge?.Value ?? 0f);
}
}
}

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fileFormatVersion: 2
guid: 67f09ee2c79dabe70afb218591cde315